#version 320 es
precision mediump float;
out vec4 color;
in vec2 u_v;
in vec2 u_v2;
uniform sampler2D tex0;             //主纹理
uniform sampler2D tex1;             //细节纹理
void main(void) {
    color = texture(tex0, u_v) * 0.5f + texture(tex1, u_v2) * 0.4f;
}
